private VertexArray GenerateMap(uint Width, uint Hiegth) { var result = new VertexArray(PrimitiveType.Quads, 4 * Width * Hiegth); var map = GenerateMap(100, 100, 8, 20); for (var y = 0; y < 100; y++) { for (var x = 0; x < 100; x++) { if (map[y][x] != 1) { continue; } var position = new Vector2f(x, y) * _tileSet.TileSize; result.AppendAll(_tileSet.BuildQuad(1, position)); } } //for (int y = 0; y < Hiegth; y++) //{ // for (int x = 0; x < Width; x++) // { // var position = new Vector2f(x, y) * _tileSet.TileSize; // var tileIndex = TileIndexFromPosition(x, y, (int)Width, (int)Hiegth); // result.AppendAll(_tileSet.BuildQuad(tileIndex, position)); // } //} return(result); }